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Darkest Dungeon Wiki
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==== Turns ==== The battle is structured in turns: units act one at a time, with their priority being defined by their [[speed]] added to a random number that is newly calculated for each unit every turn. When all units with an available action have finished, the next turn begins and the priority is calculated anew. [[Enemies]] will typically act by attacking the player with one of their abilities, while [[heroes]] have different actions at their disposal: * Using an '''[[items|item]]''' from the inventory will not forfeit the turn, but only some [[provisions|provision]] items can be used in battle and each item can only be used on the active hero. * '''Moving''' across the formation will make the hero switch places with an adjacent companion and forfeit any further action. This can sometimes be necessary, as many abilities can only be used from certain positions, and enemy [[move|move attacks]] or [[surprise|ambushes]] can force heroes out of their ideal position. * '''Passing''' the turn is a last-resort action that will cause the hero to suffer [[stress]] damage (the base stress damage is 5) in addition to forfeiting any other action. In extreme situations, it is possible to be forced to do this when abilities cannot be used and movement would be detrimental. [Key Strokes ??? to do "Force Pass"] * Using an '''ability''' is the typical action taken by heroes to inflict damage or other negative [[status effects]] on enemies, or alternatively, to [[Health#Healing|heal]] injuries or confer beneficial status effects on fellow heroes, in an effort to bring the fight to a victorious conclusion. * It is also possible to attempt '''retreat''' from combat, which, if successful, brings the party back to the previous explored section of the [[dungeon map]] and causes the party to take heavy stress damage. Fights that are not brought to an end will be re-initiated if the section that contained them is re-entered; the enemies remain where they were. The attempt to retreat can also fail, causing the hero to lose his turn, and possibly be exposed to further damage by the enemy during the failed attempt.
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